"Within the Keep, fans will be able to customize as much or as little about the world of Thedas as they wish," says Darrah. You don't have to commit to your first run through each of Dragon Age's weighty decisions, either. "You can change your choices to see all of the different opportunities in previous games. Once you start a new game, it will use the choices from the previous games from that moment."

So if you want to tweak the outcome of the Landsmeet or whose side you took in an important debate, you can do so ahead of starting Inquisition. It's not necessarily as elegant as moving your saves straight into a next-gen game, but BioWare wants to ensure you join the world as you last left it -- or build one that's better suited to the sort of story you want to have in Inquisition. Living out what-if stories means discovering what might have been if you'd failed to succeed somewhere, and seeing that through in the next-gen RPG.

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Because I can,also because I don't care what you want.XBL: OriginalCeeKayWii U: CeeKay

That's great. It'll let me transition from the 360 (where I played Origins and have DA2) to the PS3 (or PS4, should that actually happen.) That's assuming, of course, that EA doesn't charge $19.99 for it.

That's great. It'll let me transition from the 360 (where I played Origins and have DA2) to the PS3 (or PS4, should that actually happen.) That's assuming, of course, that EA doesn't charge $19.99 for it.

It actually looks pretty good but it doesn’t appear to have many of the elements that I loved in Origins. I can enjoy it for what it is but it makes me sad that we’re unlikely to ever get a true follow up to that.

'this are is bigger than all of Dragon Age 2'.... does that include the areas fleshed out by copying them over and over again?

That's exactly what I was thinking when he said that. Not hard to make a bigger world than DA2.

He also said that the area in question was "far from the largest" area in the game.

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It actually looks pretty good but it doesn’t appear to have many of the elements that I loved in Origins. I can enjoy it for what it is but it makes me sad that we’re unlikely to ever get a true follow up to that.

Have you seen the video that shows the tactical combat view? It looks very similar to Origins.

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"Why did the chicken cross the Mobius strip? To get to the same side." - The Big Bang Theory

It actually looks pretty good but it doesn’t appear to have many of the elements that I loved in Origins. I can enjoy it for what it is but it makes me sad that we’re unlikely to ever get a true follow up to that.

Have you seen the video that shows the tactical combat view? It looks very similar to Origins.

Link? The video linked to above looks like even more of an abomination than Dragon Age 2 was. I was cautiously optimistic due to the things being said about the game so far, but this video didn't remind me in the slightest of Dragon Age Origins. It also looks like we'll once again get the Bioware conversation wheel that has gone from novel to a system to clearly identify the "alignment" of each option, turning dialogue into a numbers game instead of roleplaying. Mass Effect 3 suffered particularly hard from this.

And the large areas they're bragging about? In this video they are mostly empty terrain. I actually like that because it makes stuff feel more real, but the way the developers are talking about it, they're clearly trying to angle it so people think it's the amount of content that is larger than the previous games combined in this area alone.

It actually looks pretty good but it doesn’t appear to have many of the elements that I loved in Origins. I can enjoy it for what it is but it makes me sad that we’re unlikely to ever get a true follow up to that.

Have you seen the video that shows the tactical combat view? It looks very similar to Origins.

Link?

Jump to 4:15 in this video. It looks like the game even encourages you to use it, as there's a battle at the end of the video that seems like it would be tough to pull off in the standard third-person view.

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It also looks like we'll once again get the Bioware conversation wheel that has gone from novel to a system to clearly identify the "alignment" of each option, turning dialogue into a numbers game instead of roleplaying.

I'm not sure if this is what you're referring to, but there's now an option to have each choice spell out specifically what will happen if you choose it.

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"Why did the chicken cross the Mobius strip? To get to the same side." - The Big Bang Theory

It also looks like we'll once again get the Bioware conversation wheel that has gone from novel to a system to clearly identify the "alignment" of each option, turning dialogue into a numbers game instead of roleplaying.

I'm not sure if this is what you're referring to, but there's now an option to have each choice spell out specifically what will happen if you choose it.

That's part of the problem. Clear consequences make the choices feel like a spreadsheet instead of something more dynamic, such as the choices you make in The Witcher. In Mass Effect 3, almost every choice was either Paragon (in the upper right side of the wheel), Renegade (in the lower right side of the wheel), or more information (every other choice, which would eventually return you to the basic two choices). There were very, very few exceptions to this, apart from the occasional blue or red option. If you wanted to play a Renegade, all you had to do was click the lower right option, or the red option if it was available. That was more or less it for the entire game. The same for Paragon, only using the upper right and blue options. It was as shallow as it gets. Real choice should make you think. I've seen nothing about Dragon Age or Bioware's modern RPG design that indicates they have the faintest idea how to do this.

By the way, Mass Effect 1 managed to use the conversation wheel and make it at least slightly unpredictable. Mass Effect 2 standardized it but still kept some degree of unpredictability.

It also looks like we'll once again get the Bioware conversation wheel that has gone from novel to a system to clearly identify the "alignment" of each option, turning dialogue into a numbers game instead of roleplaying.

I'm not sure if this is what you're referring to, but there's now an option to have each choice spell out specifically what will happen if you choose it.

That's part of the problem. Clear consequences make the choices feel like a spreadsheet instead of something more dynamic, such as the choices you make in The Witcher. In Mass Effect 3, almost every choice was either Paragon (in the upper right side of the wheel), Renegade (in the lower right side of the wheel), or more information (every other choice, which would eventually return you to the basic two choices). There were very, very few exceptions to this, apart from the occasional blue or red option. If you wanted to play a Renegade, all you had to do was click the lower right option, or the red option if it was available. That was more or less it for the entire game. The same for Paragon, only using the upper right and blue options. It was as shallow as it gets. Real choice should make you think. I've seen nothing about Dragon Age or Bioware's modern RPG design that indicates they have the faintest idea how to do this.

By the way, Mass Effect 1 managed to use the conversation wheel and make it at least slightly unpredictable. Mass Effect 2 standardized it but still kept some degree of unpredictability.

I absolutely agree. The roleplaying aspect of games should include consideration of what you're saying and of the decisions you're making. You should be deciding what makes the most sense for your character to say and what the consequences of each of the options are. Recent Bioware games don't have that. I just started ME3. My Commander Shepard is a good guy, continuing saves all the way from the beginning. Every dialogue option I make in ME3 will be upper right on the wheel. It makes thinking through your choices irrelevant, as you know in advance which one is going to be the asshole response and which is going to be the good guy response.

I absolutely agree. The roleplaying aspect of games should include consideration of what you're saying and of the decisions you're making. You should be deciding what makes the most sense for your character to say and what the consequences of each of the options are. Recent Bioware games don't have that. I just started ME3. My Commander Shepard is a good guy, continuing saves all the way from the beginning. Every dialogue option I make in ME3 will be upper right on the wheel. It makes thinking through your choices irrelevant, as you know in advance which one is going to be the asshole response and which is going to be the good guy response.

To Bioware's credit, that's still a step up from Dragon Age 2 in which every version of Hawke was an unconscionable asshole, and the response choices were limited to Sanctimony, Smarmy, or Dickish.

The Inquisitor's Edition comes in a faux reptile skin Inquisitor Collector's Edition case. It contains a cloth map of Thedas, 72 card Major and Minor Arcana tarot card deck, full scale six tool lock pick set and a set of four full scale map markers. The package also includes an Inquisitor's Badge, quill and inkpot, 40-page Inquisitor's Journal, Orlesian Coins and limited edition SteelBook case.

Damn, this is pretty cool. That price is a bit rich, especially considering how much of a not-quite-sure thing the game is.